• Title/Summary/Keyword: 가상의

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The Effect of Gait Exercise Using a Mirror on Gait for Normal Adult in Virtual Reality Environment: Gait Characteristics Analysis (가상현실환경에서 정상성인의 거울보행이 보행특성에 미치는 영향)

  • Lee, Jae-Ho
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.3
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    • pp.233-246
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    • 2022
  • Purpose : The study aims to determine the effects of virtual and non-virtual realities in a normal person's mirror walk on gait characteristics. Methods : Twenty male adults (Age: 27.8 ± 5.8 years) participated in the study. Reflection markers were attached to the subjects for motion analysis, and they walked in virtual reality environments with mirrors by wearing goggles that showed them the virtual environments. After walking in virtual environments, the subjects walked in non-virtual environments with mirrors a certain distance away after taking a 5 min break. To prevent the order effect caused by the experiential difference of gait order, the subjects were randomly classified into groups of 10 and the order was differentiated. During each walk, an infrared camera was used to detect motion and the marker positions were saved in real time. Results : Comparison between the virtual and non-virtual reality mirror walks showed that the movable range of the leg joints (ankle, knee, and hip joints), body joints (sacroiliac and atlantoaxial joints), and arm joints (shoulder and wrist joints) significantly differed. Temporal characteristics showed that compared to non-virtual gaits, the virtual gaits were slower and the cycle time and double limb support time of virtual gaits were longer. Furthermore, spacial characteristics showed that compared to non-virtual gaits, virtual gaits had shorter steps and stride lengths and longer stride width and horizontally longer center of movement. Conclusion : The reduction in the joint movement in virtual reality compared to that in non-virtual reality is due to adverse effects on balance and efficiency during walking. Moreover, the spatiotemporal characteristics change based on the gait mechanisms for balance, exhibiting that virtual walks are more demanding than non-virtual walks. However, note that the subject group is a normal group with no abnormalities in gait and balance and it is unclear whether the decrease in performance is due to the environment or fear. Therefore, the effects of the subject group's improvement and fear on the results need to be analyzed in future studies.

Hair Classification and Region Segmentation by Location Distribution and Graph Cutting (위치 분포 및 그래프 절단에 의한 모발 분류와 영역 분할)

  • Kim, Yong-Gil;Moon, Kyung-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.1-8
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    • 2022
  • Recently, Google MedeiaPipe presents a novel approach for neural network-based hair segmentation from a single camera input specifically designed for real-time, mobile application. Though neural network related to hair segmentation is relatively small size, it produces a high-quality hair segmentation mask that is well suited for AR effects such as a realistic hair recoloring. However, it has undesirable segmentation effects according to hair styles or in case of containing noises and holes. In this study, the energy function of the test image is constructed according to the estimated prior distributions of hair location and hair color likelihood function. It is further optimized according to graph cuts algorithm and initial hair region is obtained. Finally, clustering algorithm and image post-processing techniques are applied to the initial hair region so that the final hair region can be segmented precisely. The proposed method is applied to MediaPipe hair segmentation pipeline.

Analysis of International Research Trends in Metaverse: Focusing on the Publications in Web of Science Indexed Journals

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.155-162
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    • 2022
  • In this paper, we examined the research trends and characteristics related to the metaverse in global journals published between 2000 and 2022 from the Web of Science database. The analysis included descriptive statistics, multidimensional scaling, keyword network analysis, and visualization. In addition, semantic network models were constructed, and centrality (betweenness and degree) analysis was performed using R and KH coder in two separate categories based on the trends and aspects of the publication: analysis period 1 (Jan 2000 to Dec 2020) and period 2 (Jan 2021 to Jun 2022). The results showed that the recent global research trends related to the metaverse could be quantitatively characterized using the semantic network analysis. Also, the results could be applied to suggest future research topics in the field of metaverse based on quantitative and empirical data.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

The Effect of Multimodal Intervention through Virtual Reality-Based Immersion Program on Cognitive Function and Brain activity in Patients with Mild Cognitive Impairment (가상현실 기반 몰입형 복합중재프로그램이 경도인지장애 환자의 인지기능 및 두뇌 활성에 미치는 영향)

  • Ye-Rim Im;Sun-Min Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.1
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    • pp.87-97
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    • 2023
  • PURPOSE: The purpose of this study was to investigate the effect of multimodal intervention through VR (virtual reality)-based immersion program on the cognitive function and brain activity of patients with mild cognitive impairment. METHODS: The subjects of the study were 10 people in the experimental group who applied a complex intervention that performed cognitive tasks using the movement of the upper extremities through the VR program, and 10 people in the control group who received traditional occupational therapy. After the study intervention was applied 5 times a week, 30 minutes a day for a total of 8 weeks, LOTCA-G(Lowenstein Occupational Therapy Cognitive Assessment for Geriatric Population) and NIRSIT LITE were used to compare. RESULTS: Significant differences in cognitive function and brain activity were noted between the pre- test and post-test in the experimental group. Brain activity showed statistically significant differences in four channels of the working memory domain and one channel of the metacognitive domain (p < . 05). Comparative analysis of the difference between the two groups revealed statistically significant differences in cognitive function and brain activity. The brain activity showed statistically significant differences in three channels of the working memory domain and one channel of the metacognitive domain (p < .05). CONCLUSION: Through the results of this study, it was found that the complex intervention of performing cognitive tasks using upper extremity movements through the VR program had a positive effect on the cognitive function of patients with mild cognitive.

The Effect of Virtual Reality Program Combining Transcranial Direct Current Stimulation on Depression, Hand Function, Cognition, and Daily Life Activities of Patients with Mild Cognitive Disorders (경두개직류전류자극을 결합한 가상현실프로그램이 경도인지장애환자의 우울, 손기능, 인지와 일상생활활동에 미치는 영향)

  • Ko-Un Kim;Bo-Ra Kim;Tae-Gyu An
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.1
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    • pp.53-62
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    • 2023
  • Purpose : This study evaluated the effects of transcranial direct current stimulation and a virtual reality program on the depression, hand functions, cognitive function, and activities of daily living of patients with mild cognitive impairment by dividing 20 patients with mild cognitive impairment and depression. The 20 patients were divided into a treatment group (transcranial direct current stimulation + a virtual reality program) and a control group (placebo transcranial direct current stimulation + a placebo virtual reality program). Methods : This study allocated ten subjects to the treatment group and ten subjects to the control group. The treatment was given five times per week for six weeks (30 sessions), and each session was 30 minutes. This study screened depression by using SGDS-K, a short geriatric depression scale, to examine depression before and after treatment intervention. This study also used the box and block test, NCSE, and FIM to evaluate hand functions, cognitive function, and activities of daily living, respectively. Results : The results showed that depression significantly decreased, hand functions significantly increased, cognitive function significantly improved, and activities of daily living significantly increased after intervention in the treatment and control groups. The magnitude of changes in depression, hand functions, cognitive function, and activities of daily living was significantly different between the two groups after intervention (p>.05). Conclusion : The results showed that the application of transcranial direct current stimulation and a virtual reality program could improve cognitive function, hand functions, and activities of daily living by decreasing depression. Therefore, it can be concluded that the simultaneous application of transcranial direct current stimulation and a virtual reality program is an intervention method, which can be applied for decreasing depression, enhancing hand functions, improving cognitive function, and increasing activities of daily living in patients with mild cognitive impairment.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

Analysis of Digital Fashion Design Elements Focusing on Overseas Digital Fashion Brands (해외 디지털 패션브랜드에 나타난 패션디자인 요소의 특징에 관한 연구)

  • Yun Jung Hong
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.77-109
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    • 2023
  • This study attempted to understand current status of overseas virtual fashion brands and analyze attributes of common digital fashion brands. Based on brand analysis criteria of previous studies, digital fashion brands were analyzed for brand concept, price range, characteristic elements, and attributes. Digital fashion design elements of items, colors, materials, patterns, and effects were analyzed by collecting images of brands' digital fashion design products. Digital fashion brands could be divided into experimental and creative digital fashion brands and digital fashion brands aiming for popular brands. This study introduces a creative fashion collection that experiments sustainability and future value. It shares a new way of self-expression and a playful culture centered on the younger generation. In terms of fashion design elements, fashion items were similar to the existing fashion category, but included other accessories that reflected the lifestyle of Generation Z. Silhouette expressed a minimalistic futuristic image centered on straight silhouettes. Color showed a bold and modern color image through black and color contrast. Unique patterns reflecting the concept of the brand appeared, centering on abstract and geometric patterns. Regarding materials and effects, new elements differentiated from existing fashion design area, showing meaningful characteristics. Digital materials are developed and proposed for sustainability. Materials (such as metal, glass, plastic) and effects (such as weightlessness, flames) expand impossible senses in reality and enable new fashion experiences. This is a case study of digital fashion brands. It is meaningful in that it identifies characteristics and discusses their values and meanings.

A Study of the Beauty Brand Experience Case Using Metaverse (메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰)

  • Kim, Na-Yeong;Kim, Gyu-Ri
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.185-190
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    • 2022
  • Since COVID-19, digital transformation has been taking place in the entire industry, and Metaverse is attracting attention as an untect service. Therefore, this study aims to find out about brand experience marketing cases using metaverse targeting beauty brands. This study reviewed previous studies related to metaverse marketing and beauty brand marketing. SK-II, Christian Dior used VR technology to provide users with contents and experience of brand products, and L'Oreal, Sephora, Laneige used AR technology to provide virtual makeup applications. It's believed that this experience marketing will have a positive effect on customers' purchase intention and its importance will increase further to target Z Generation. It's expected that this study can be used as related data in the metaverse and experience marketing of beauty brands, and research on metaverse marketing should be continued in the beauty field.

Prediction of Damage Area due to Explosion of LNG-Hydrogen Mixed Gas (도시가스-수소 혼합가스의 누출사고 영향범위 분석)

  • Chan-sik, Yoon;Jin-du, Yang;Gil-soo, Na;Sung-Hyun, Im;Ki-young, Kim;Eun-ki, Choi
    • Explosives and Blasting
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    • v.40 no.4
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    • pp.27-34
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    • 2022
  • The government is promoting various policies to reduce greenhouse gas emissions for carbon neutrality, one of the key tasks is to revitalize the hydrogen economy. As one of these policies the government has formulated a plan to incorporate hydrogen into existing city gas pipes, and aims to commercialize 20% hydrogen mixing by 2026. In preparation for the commercialization of city gas and hydrogen mixture, this study quantitatively predicts the scale of damage and the range of impact in the event of leakage of these two gas mixtures. The quantitative damage prediction method is to calculate the damage conversion distance through the calculation of the TNT equivalent by setting the leakage amount of the gas mixture in the event of an accident under a virtual scenario.